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Sasha’s Angels
The resistance that takes up focus for this portion of the season is huge on characters, so the possibilities for different pairings and dynamics between characters are as big as ever. However, even if the core reason behind said dynamics is for a big cause for the main story, the adventures in question still feel episodic. This is ultimately the feel going into much of the cartoons about resistance. The strengths of the story is how they make good use of the cast, but a weakness is how these stories feel more like padding before finally getting to the really exciting parts. Still, the good use of character deserves all credit, as is the case with this particular cartoon.
It’s about a squad of resistance members, Mrs. Croaker, Wally, Loggle, Maddie, and Toadie, led by Anne and Sasha on a mission to retrieve resources from a band of marauders. A common trait amongst this group is how they’re simple townspeople who have adopted a darker more edgy nature to fit the current state of their world. The one exception, however, is Toadie, who holds onto his old ways of being the cheerful assistant to the mayor, his comfort zone. It’s a solid premise and makes for an interesting dynamic among everyone. Still, the rest of the group is quick to point out Toadie’s shortcomings of how this is a time where he needs to step out of his comfort zone which he just can’t do.
The point is proven even more when the squad is captured during their first attempt at facing the marauders. As Anne and Sasha escape and practice sparring while sharing alternate perspectives on what happened, the focus remains on the captured squad. For an added detail, one of the masterminds of their capture is a clever tie-in to a past seemingly one-off adventure. It’s Barry the candy man who’s as petty and greedy as ever working for King Andrias for his own gain while still putting on a blissful happy demeanor. Callbacks like this give a sense of everything in this show mattering in the long run and, again, take full advantage of the cast. The same is true as the captured squad works to get out of their situation.
For a while, the one to take charge is Mrs. Croaker, an interesting direction to have the oldest one be the most pro-active. However, this show of force goes nowhere, largely due to Toadie stuck in his comfort zone, and Mrs. Croaker’s plan falls apart when a guard throws him at her, knocking her out.
However, this leads to a shining moment for Toadie when that guard taunts him and tears up supplies he uses as a mayor’s assistant. Such disrespect to his property is enough for something to snap inside him as he unlocks a persona more fitting for an apocalyptic setting. With that, he leads everyone to use their strengths to finish the job like Loggle’s muscles, Wally’s use of explosives, and Maddie’s interests in sorcery and spiders. Impressively, Toadie’s shift in views make the mission a success with everyone getting their goods and taking out the marauders’ fortress just as Anne finally convinces Sasha to help them. As for Barry, he gets the final ending gag by turning into a chicken like last time, and hilariously freaking out when his comrades see him as the one thing left to eat.
There’s a good use of character here with noticeable growth and ties to the new atmosphere for the series. Still, in the grand scheme, it’s not one to stand out much with very little elements that are truly important. It does its part in showcasing the resistance and what’s at stake, and nothing more.
B+
Olm Town Road
Unlike its companion for this episode, this cartoon has a much stronger connection to the main story, and a major piece in saving this world. However, while it’s more plot relevant, it still has notable points of frustration.
When figuring out how to turn the tide in King Andrias’ reign, Anne brings up a clue she picked up back on Earth. She shows a picture of a vase with a message talking about a being called the mother of olms who will guide one to their destiny. Naturally, they get the idea to seek her out, but no one has actually seen an olm in ages. Luckily, Sprig and Polly remember their own encounter with olms, so that’s used as a lead. This is another example of making good use of past events by giving relevance to what seemed like a simple one-off adventure at the time. It demonstrates the many layers gone into crafting this series, which proves the extensive care put into the final product.
With this reveal, Anne, Sasha, and the Plantars head to the siting of the olms in question at Quarreler’s Pass. They’re greeted by the conjoined twin olms who tried to eat Sprig and Polly, Lysil and Angwin, who confirm that the mother of olms indeed exists. They offer to take the group to her in their underground city of Proteus. The catch is that they were banished after failing guard duty, showcasing the first point of frustration. Sasha is quick to point it out with how Lysil and Angwin got such a harsh punishment for one mistake; and it’s a smart move for her to say this since she’s been through that too.
Nevertheless, the group heads into Proteus which looks absolutely stunning through its colors and lighting to get somewhere with their goals. Then Lysil and Angwin are spotted by one of the elder olms who really bring a sense of frustration. She and her followers prove very stubborn by looking on Lysil and Angwin with excessive scorn and refusing to let the group see the mother of olms, and Sasha’s protests do nothing. It’s also frustrating when a drill on the surface above this city mining for their resources doesn’t convince everyone that Andrias is putting them in danger. This makes these creatures seem incredibly dense and unentertaining. It’s said that olms can’t be out in the sunlight, but the constant tremors, wherever they’re from, are letting them in, so something must be done. For how great these olms claim to be, them doing nothing about this doesn’t help matters, making it feel like they had no right to exile Lysil and Angwin.
However, those two prove to be the truly noble ones as they take action to get to the surface and stop the drill. Through an exciting rescue sequence, the drill and the sunlight nearly takes their life, but they are successful.
Frustratingly, the olms still won’t see the goodness in the two and refuse to lift the ban. It’s at this point where Sasha has enough, and loyal to Lysil and Angwin, snaps at the elder olm for her stubbornness. It seems disrespectful and denies the resistance good help, but it really is the healthy thing to do to just tell off people who won’t listen to reason no matter what. Eventually, the olms are swayed by Sasha’s and aggression which is enough for the group to earn their respect which helps advance things but still feels stubborn. Then the cartoon ends with everyone finally going to see the mother of olms, paving the way for the very next one.
On the whole, the journey to this next phase in saving Amphibia has its drawbacks and unpleasing moments, but it is helped by clever callbacks, and solid moments for certain players.
B
Series Ranking
1.
True
Colors
2.
Hopping
Mall
3.
Reunion
4.
Marcy at the Gates
5.
Anne-sterminator
6.
Olivia
and Yunan
7.
Toad Tax
8.
The First Temple
9.
Froggy Little Christmas
10.
Turning Point
11.
Battle of the Bands
12.
Barrel’s
Warhammer
13.
Escape
to Amphibia
14.
Anne vs Wild
15.
The Domino Effect
16.
The Third Temple
17.
Toadcatcher
18.
Prison Break
19.
The Second Temple
20.
Temple Frogs
21.
A Day at the Aquarium
22.
Mr. X
23.
Anne of the Year
24.
Contagi-Anne
25.
The
Shut-In
26.
Best Fronds
27.
After
the Rain
28.
Family Shrub
29.
Fixing
Frobo
30. If You Give a Frog a Cookie
31. Commander Anne
32.
The New Normal
33.
The Dinner
34.
Hop-Popular
35.
Anne Hunter
36.
Wally and Anne
37.
Children of the Spore
38.
Fight at the Museum
39.
Friend
or Frobo
40.
Sprig’s
Birthday
41.
A Night at the Inn
42.
Bessie
and MicroAngelo
43.
Handy Anne
44.
Scavenger Hunt
45.
Lily Pad Thai
46.
Dating Season
47.
Anne or Beast?
48.
Combat Camp
49.
Little Frogtown
50.
Cursed!
51.
Thai
Feud
52.
Snow Day
53.
Civil Wart
54.
Maddie and Marcy
55.
Stakeout
56.
Croak and Punishment
57.
Taking Charge
58.
Flood, Sweat, and Tears
59.
Bizarre Bazaar
60.
The Plantars Check In
61.
The Sleepover to End All Sleepovers
62.
Wax Museum
63.
Return
to Wartwood
64.
Sprig Gets Schooled
65.
Swamp and Sensibility
66.
Trip to the Archives
67. Sasha’s Angels
68.
Toad
to Redemption
69.
Anne Theft Auto
70.
Adventures in Catsitting
71.
Hop Luck
72.
New
Wartwood
73.
Ivy on the Run
74.
Night
Drivers
75.
Quarreler’s
Pass
76.
Hop Pop and Lock
77.
Plantar’s Last Stand
78.
Fort in the Road
79.
A Caravan Named Desire
80.
The Big Bugball Game
81.
Fiddle Me This
82.
Hollywood Hop Pop
83.
Truck Stop Polly
84.
Family Fishing Trip
85. Olm Town Road
86.
Hop ‘Til You Drop
87.
Spider-Sprig
88.
The Ballad of Hoppediah Plantar
89.
Girl Time
90.
Breakout Star
91.
Grubhog Day
92.
Cane Crazy
93.
Sprivy
94.
Lost in Newtopia
95.
Sprig vs Hop Pop
96.
Cracking Mrs. Croaker
Be sure to stay tuned for the next review of the continuation of the quest for the mother of olms, and an instance where frogs and toads need to learn to get along when Grime has to take Sprig as his pupil.
If you would like to check out other Amphibia reviews on this blog, click here for the guide made especially for them.
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